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Our first world is a castle, the main domain of Magnet Bomber, one of the Five Dastardly Bombers. If you remember the plot summary, Bomberman was captured and finds himself in a prison cell within the base of the Castle, so I guess he manged to break out of there because we start the first stage perfectly fine, now he just has to escape. While the main objective for each stage is to defeat all enemies, the exit gate will not open once all yellow capsules have been activated. However, the biggest change to this game compared to its predecessor is in the level design. The previous game’s stages were pretty standard and boxed in for the most part making the stages feel a little small and arcade-like, this game mixes it up with a lot of vertical and horizontal scrolling levels adding more room and variety to the stages, it also gives you the opportunity to appreciate just how nice and colorful the areas look, but that’s just me. Speaking of changes, the last game’s story mode featured co-op allowing for a 2nd player to join in taking control of Black Bomber, sadly to say however, there is none of that present here. This is actually the only game in this series where co-op is absent in the story mode since it does return for the next three installments. Much like in previous game, every area has their own fair share of mechanics and contraptions to deal with and or take advantage of. In the case of the Castle: -Horseshoe magnets that’ll magnetically pull one of your bombs towards them if they are in line with a bomb (unless an enemy is in front of it) and is within the four tile range. They rotate in a 90 degree clockwise angle when hit with an explosion. -Dynamite that’ll cause a massive series of explosions when blown up. -And red lighted floor tiles that’ll increase a Bomb’s blast radius up to 10 when a bomb is placed underneath them, which is 1 point higher than the maximum number of fire ups you can carry being 9. Power ups are mostly the same as before, though we do have yet another new item introduced into the series in the form of the Power Glove (obtained in 1-4). By pressing A after a bomb has been placed below you, Bomberman can pick up and throw bombs, you can also hold down the A button to carry a bomb allowing you to move while said bomb is being held then releasing the button to throw it as well, it essentially acts as the replacement for the Boxing Glove item but objectively better in every way. Waiting at the end of every 7th stage is a duel against one of the Five Dastardly Bombers, facing off against them in a 1 on 1 battle mode-like setting. We’re up against Magnet Bomber who moves around the field while setting down magnet bombs that’ll magnetically attract to where you are standing, other then that, he takes about 3 hits to defeat until making his retreat and us coming out the victor…well not yet anyway. Next we move on to the mech phase of the fight where Magnet Bomber brings out the Iron Gigue, a giant robot that’ll only move left and right and will extend out its arms to hit you with it’s fists if you are within its line of sight. It’ll remove a bomb if moves into it in its path, so place bombs in front it to deal damage…or if you have the power glove you can throw bombs from the bottom of the screen to have them pop out from the top to deal constant damage to it that way, it takes up to 11 hits to defeat it.